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Turnplayer Thread #2.

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  • Turnplayer Thread #2.

    Here is the overview of our empire on turn 41:

    We have 3 mines and a cow pasture, and worker just finished Mine+Chop, so 2nd worker will complete next turn. One of our warriors is protecting the worker near capital, while the other two are escorting settler:


    I suggest the moves described above. First northern warrior makes sure there is no 2-move animal in the spot 2 tiles SE of Settler. Then Settler goes 2 tiles south. Then Warrior takes a step SW. This leaves Settler unprotected for a turn, but nothing can get to it, and it will be ready to move to protected position at the proposed city site the following turn. Does this sound like a good plan?
    Last edited by Zeviz; August 2, 2008, 04:11.

  • #2
    If there are no objections, I'll execute the Warrior and Settler move in about 10 hours, and somebody will have to execute phase 2 about 30 hours from now (as soon as new turn starts).

    Meanwhile, here are the reports from our scouts:

    The land into which we want to encourage Templar expansion looks as good as the land we are claiming for ourselves.


    Imperio's land looks not much better than ours... but only to a mapmaker who doesn't realize that Hunting and Mining are much earlier techs than Calendar and Monarchy.

    So a suggestion to Templars to claim SE while we claim SW part of the continent sounds quite reasonable.

    Comment


    • #3
      Move played. Somebody should log in as soon as the next turn starts to move the settler and southern warrior to their destination.

      Comment


      • #4
        Just tried to connect but couldn't. I may have my connection details incorrect. Can one of the recent turn players refresh my memory on how I should be connecting (including the team name - TeamRealmsBeyond?)?

        Also, does anyone know our civstats sign-on id and password?
        Quote: "All Happiness is the release of internal pressure"
        Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
        woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

        Comment


        • #5
          nevermind re the IP connection - worked that out. Still unsure about the civstats signin. Here is the planned move of our settler ...



          Now - do we want to do this as late as possible in the turn so as to minimize the time between settler arriving at pink dot and founding city #2?
          Quote: "All Happiness is the release of internal pressure"
          Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
          woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

          Comment


          • #6
            I'd do it early, because I don't like the settler's exposed position on that hill. Especially if Templars move the warrior this turn, putting them in range to attack the Settler next turn.

            Comment


            • #7
              The game got reset - still another 10 or so hours until the next turn. The templars have moved their recovering unit but still have one up North of our Capital (red circles).

              I am suggesting our road follows the green line (either #4, #5 or #6) and the warrior in blue move back to provide cover. We can race one worker down to the new city to get the rice and cows hooked up and then compete the road (or both and road on the way back).



              mostly-harmless - I cannot see your line?
              Quote: "All Happiness is the release of internal pressure"
              Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
              woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

              Comment


              • #8
                Hmm, looks like the line was removed when Snoopy reset the game.
                I have redrawn it.

                Regarding the road:
                I would bypass the forest on the east side instead of going straight through it, to save worker turns and to already point the road towards the "frontline". (waypoints 4&6 move 1E, waypoint 5 moves 2E)
                Or we also bypass the desert hill on the east, delaying the road on the rice. This would allow even faster troop deployment from Airstrip One towards Jerusalem. The length of the road would stay the same.

                mh

                Comment


                • #9
                  Turn 42 has started and I moved the southern warrior & settler onto Pink Dot ready for settling down next turn.

                  Airstrip One gets started on an archer (was that the agreed way forward?)

                  In between turns Xena (aka northern warrior) defeated a wolf, getting her 1XP and leaving her slightly injured (1.8/2). I moved her into the same forest tile as the "con" Quecha to be safe from attack from barbs and renegade Templars.

                  Apparently the lines I draw on the strat layer get removed every time I log out.

                  Scouts & workers remain unmoved.

                  mh

                  Comment


                  • #10
                    Originally posted by mostly-harmless Regarding the road:
                    I would bypass the forest on the east side instead of going straight through it, to save worker turns and to already point the road towards the "frontline". (waypoints 4&6 move 1E, waypoint 5 moves 2E)
                    Good observation except that you will probably not save worker turns ... roads (and other stuff) on desert take longer.
                    Quote: "All Happiness is the release of internal pressure"
                    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                    woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                    Comment


                    • #11
                      I would like to get 1 (or both) of those workers to our new city ASAP for the Rice. They can take their time with the Cows as we will need a border pop and the city at size 2.

                      How do people feel about move 1 tile, 1 turn of roading, move 1 tile, 1 turn of roading, etc. This will slow workers actually getting to the rice, but it will not result in a lost worker cycle.
                      Quote: "All Happiness is the release of internal pressure"
                      Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                      woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                      Comment


                      • #12
                        Originally posted by ruff_hi
                        ...
                        How do people feel about move 1 tile, 1 turn of roading, move 1 tile, 1 turn of roading, etc. This will slow workers actually getting to the rice, but it will not result in a lost worker cycle.
                        That's the current suggestion in the worker thread. (We should either keep all discussions in relevant threads, or put everything into this one to avoid missing parts of discussion.) I'll discuss road direction in worker thread.

                        Comment


                        • #13
                          Everybody seems in agreement about what to do, so the workers started a road south, and our warrior started to walk in that direction to protect them. The only question is about tile configuration for our city. It was reconfigured for max growth mode, but working 2 forests would give us an archer in 5 turns, while the city would grow in 6. So instead I went with mixed configuration described in attached screenshot. (Working a pasture, a forest, and a river grassland.) I think that 5 units of production that will partially decay while next Settler is trained are less valuable than 5 commerce we'll get by working grassland tile, and 4 hummers of overflow into Settler.

                          PS If we switch to working the forest last turn before city grows, we'll get maximum possible overflow into settler. It's just a 4-hummer difference, but every bit of help matters.
                          Attached Files

                          Comment


                          • #14
                            Man, that is one crazy city configuration . I would work the grassland river mine, grassland cow and a grassland forest. Are we that eager to grow that we'd throw away all those hammers? I'd certainly work the grassland forest over a grassland river tile. One commerce is not nearly as important as one hammer (especially this early in the game).

                            I would request in the future before making these kinds of decisions we discuss them first .

                            Darrell

                            Comment


                            • #15
                              I have the same feelings like darrell here. Do we have an agreed production list?
                              If we go archer - settler, then this config makes sense.
                              If we go archer - archer -settler, we avoid throwing away all those hammers.
                              What is the downside of having two archers?

                              It is still possible to change that for this turn.

                              mh

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